liyingsong99/aibridge/unity-yaml-editing
Claude Code and agent skill by liyingsong99/aibridge
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Checking that the SKILL.md file is still in the repository.
Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation
Install
npx vskill@latest install liyingsong99/aibridge/unity-yaml-editingSKILL.md
Unity YAML Editing
Load this Skill only after considering Unity/AIBridge APIs. UnityYAML is fragile, and direct text edits are the fallback for unsupported serialized asset operations, deterministic repair work, and rare text-serialized asset authoring that AIBridge/Unity APIs cannot express
Decision Order
- Prefer
aibridgeInspector/SerializedProperty commands for single readable field edits on scene objects, prefab assets, and.assetfiles - Prefer
inspector set_propertiesfor small batched field edits on one target - Prefer
aibridge-prefab-patchfor complex Prefab child/component/property/array/reference edits it supports - Prefer Unity Editor scripts when generating high-level assets that Unity can create more safely than text
- Use direct UnityYAML editing when AIBridge/Unity APIs cannot express the operation, for example:
- Scene
.unitystructure/object creation or unsupported scene edits - New Prefab asset authoring, paired
.metacreation, or Prefab/Variant structures not covered byprefab patch - ScriptableObjectTable, custom ScriptableObject
.asset,.mat,.controller, or other serialized assets requiring unsupported structural changes - Repairing malformed text serialization while preserving existing IDs and references
Required Workflow
- Read
references/unity-yaml-reference.mdbefore editing - Inspect a same-project example for every Unity component/class you will create; never write component schemas from memory
- Make a small, reviewable patch; preserve ordering, indentation, document headers, anchors,
m_Script, GUIDs, and local fileIDs unless a new object must be created - For new assets, create or preserve the paired
.metafile and ensure its GUID does not already appear in the project - For new MonoBehaviour/ScriptableObject documents, resolve the script
.metaGUID first and use it inm_Script - For new documents, allocate local fileIDs that do not exist in the same file and update every owning reference consistently
- Validate with Unity import/compile and targeted AIBridge hierarchy/properties inspection when possible
Hard Rules
- Do not use generic YAML formatters or parsers to rewrite UnityYAML files
- Do not change
%YAML,%TAG,--- !u!<classID> &<fileID>headers, class IDs, GUIDs, or fileIDs without a clear reference update plan - Do not invent Unity schema fields. Copy shape from an existing nearby object of the same class/component/script when possible
- Prefer decimal floats in hand edits. Avoid editing Unity-generated hexadecimal float values unless preserving existing text unchanged
- Keep
.metaGUIDs stable. Creating a new asset requires creating/retaining the paired.metafile through Unity when possible - When adding Prefab nodes/components, update all reciprocal references in the same patch: parent
m_Children, childm_Father,GameObject.m_Component, and componentm_GameObject
Reference
references/unity-yaml-reference.md: detailed UnityYAML format, editing patterns, safety checks, and validation checklist
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingSkill~/unity-yaml-editing/SKILL.md
Popularity
- Repository stars
- 189
- Repository forks
- 27
- 7-day trend score
- 26
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
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